badluckburt 78 Posted May 18, 2014 (edited) -edit 2 I suppose I'll leave my post intact but I've just solved the problem. After I compared the two maps (Stratis and my own) and saw that the road network matched I tried to remove the RoadsLib.cfg from my project and the editor.sqs in the scripts folder. That didn't do anything, the road was still there, probably because it was now inheriting both the RoadsLib.cfg and roads.shp from Stratis. I put back the RoadsLib.cfg in my project, removed all Road-definitions except for Road0001, drew a polyline and made it use that road class. Exported and binarised the map again, problem solved, only my road is on the map now. - Original post Hi all, I'm kinda new here even though my account was registered a while ago but expect to see more of me and my projects in the future. At the moment I'm having a strange problem with TB / Bulldozer where I end up with a dirt road network in the north-east corner of the map that I didn't put there. I dabbled a bit with roads a few weeks back in another test project and probably messed something up but I can't for the life of me figure out what exactly. One thing I forgot to do at first was change the path in the scripts\editor.sqs but this is what that looks like at present: ~.1 diag_log "Before Loading Roads"; result = buldozer_LoadNewRoads "P:/blb/roads_and_buildings/data/roads/"; diag_log "After Loading Roads"; In that folder is only a RoadsLib.cfg with the following content: class RoadTypesLibrary { class Road0001 { order=1; width = 14; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; }; class Road0002 { order=2; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; map = "road"; AIpathOffset = 2.5; }; class Road0003 { order=3; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0004 { order=4; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0005 { order=5; width = 7; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 2; }; }; I've since restarted the project by deleting all the files and re-importing everything from scratch, the map builds correctly and I can load it into the game just fine but still has those pesky roads on it. Checking the logs doesn't show the before and after diag_log messages from the editor.sqs so apparently it's not being executed. These are the contents of my config.cpp: #define _ARMA_ //Class config.bin{ class CfgPatches { class roads_and_buildings { units[] = {"roads_and_buildings"}; weapons[] = {}; requiredVersion = 1.0; version = "30/04/2014"; fileName = "roads_and_buildings.pbo"; author = "BadLuckBurt"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class roads_and_buildings: Stratis { cutscenes[] = {}; description = "BLB - Roads and Buildings"; worldName = "blb\roads_and_buildings\roads_and_buildings.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //newRoadsShape = "\blb\roads_and_buildings\data\roads\roads.shp"; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; /* class OutsideTerrain { satellite = "jsp\roads_and_buildings\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\roads_and_buildings\data\roads_and_buildings_grass_green_nopx.paa"; texture = "jsp\roads_and_buildings\data\roads_and_buildings_grass_green_co.paa"; }; }; }; */ class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "roads_and_buildings.hpp" }; }; }; class CfgWorldList { class roads_and_buildings{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" - edit So, I went into the editor and compared the Stratis road network to the unwanted ones on my map and they're coming from there. I'm thinking the problem is caused by having a RoadsLib.cfg with matching Stratis road ids and since I'm not defining any new roadshapes, that probably means my map is inheriting the Stratis ones. I'll see if the problems goes away when I don't load a RoadsLib.cfg in that project. Edited May 18, 2014 by BadLuckBurt Found additional information Share this post Link to post Share on other sites